Draw two doesn't work, primarily because there's a two-card combination that would probably win every battle.
Don't want to change those cards before I exhaust every other option.
Ah, a pity that it doesn't work--but fair enough!
You can have maximum of 6 cards in hand. Any card draws are canceled if the hand is full.
In case you end up with a hand full of cards you can't play, the hand is moved to the deck and you draw 1 card after that.
That makes sense, I do think! ^_^
I'm optimistic about the large starting hand, going to try that now.
I imagine that it should work--I've seen it in other card games (e.g. Hearthstone), and it seems to work well enough there. That's no guarantee for your specific game, of course, but it's a hopeful indicator, I feel.
Oh, okay.
Not sure if I should make trees less messy, or everything else messier. The fuzziness is what makes it interesting. I need to think more about this.
Fair enough--and of course it may just be that the aesthetic doesn't quite work for me, personally. It might be a good idea to elicit other opinions.
Speaking for myself, I like the messiness in general--the protagonist and scarecrow, for example, look good to me. There are just a few cases in which I feel that it doesn't quite work as currently implemented.
In fact, thinking about it, I don't think that it's the fact that it's messy that makes it look a bit "rough" in places to me; I think that it's the implementation of that messiness in specific cases--like the trees, or those fireballs (if I'm reading those correctly).
I can also experiment with water a bit, after all, it's just a 64x64 image.
Don't know if I can/should make it look like actual water, but making suspension of disbelief easier would be nice =P
I can see something non-representational working; my main suggestion is to instil a bit more of a sense of "flow" to the pattern than (I think that) it currently has.